Forum Settings
       
Reply To Thread

Quests for unusual itemsFollow

#27 Sep 22 2013 at 5:15 PM Rating: Excellent
Sage
***
3,017 posts
Only wizzies and druids can port. (Every pure caster can gate to their bind point, of course.) I run one of each in my boxed group and what with their ports and teleport to bind abilities, along with secondary bind, not to mention campfires, getting around today is infinitely easier than in the "olden days."

I still remember running my noob Halfling all the way from Misty Thicket to the docks in Butcherblock Mountains, headed to Crushbone. As soon as I got off the boat I was attacked by an aqua goblin that someone had trained to the docks. I died. Of course I had not yet had a chance to get a bind on Faydwer.

What a pain! But it was FUN in a strange way,,,,

Edited, Sep 22nd 2013 7:16pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#28 Sep 22 2013 at 5:53 PM Rating: Good
Avatar
****
4,580 posts
broonsbane wrote:
How would you rank the classes ability to freely move around? I'm sure druids also teleport with the circle of stones I see all over the place. Everyone can at least origin- what movement do the classes have, special move-wise; gate/teleport/etc


Instant travel to the most locations: Druid + Wizard
2nd best for this is a guilded person with all the right /claim items that gate somewhere, and possession of all the gate somewhere items in the game, member of fellowship and so on.

Travel around... goes to the person with the fastest mount.

Mountless... bards win hands down. Prior to runspeed AA, the classes that cast spirit of wolf (Druid, shaman, ranger, beast ...think that's it). The chanter illusion scaled wolf is not as good as SoW, but better than a warrior running on foot across Kunark.

"freely"... some races (and classes) have to be careful in more of the old world than others (trolls, Iksars, Ogres, etc.) and good types best be careful around cities considered evil (i.e., Ogguk). Post Luclin this is a nonfactor pretty much in the game (racial factions), most newer content everybody starts out apprehensive or whatever the situation is going to be with the npc.

Classes that can invis and invis undead can move around better. (int casters, shadowknight, beast gets invis I think?)

Classes that can feign death (necro, monk, Shadowknight) at low levels can take greater risks.

Wizard and druid have evacs, necro has a self evac (super handy for crossing some zones if the "succor" point is closer to where you want to be).

Cleric, paladin and necro (at lower levels) have a version of "divine aura" that makes them invincible briefly.

Classes that can mez at low level (bard, chanter, necro at low level, undead only past 50s) and/or pacify (cleric, pally, chanter, druids & rangers outside, others to specific types of enemies) can bypass mobs (or control pulls).

A player that knows the content... (especially dungeons and raid zones)... will move fast no matter what they are playing.
#29 Sep 22 2013 at 6:14 PM Rating: Decent
Sage
***
3,017 posts
In the olden days clerics were the very worst travelers. At least in every guild I was in. I think it was because in a raiding guild we always coddled our clerics since we had to have at least 3-4 show up or a serious raid was "no go." So they were always provided with porters or someone to hand-hold them across dangerous zones. So many of them never really bothered to learn to travel. Yeah, even then they had their divine aura spell but 18 seconds of invulnerability doesn't do you much good if you're completely lost, wandering across a dangerous zone with 20-30 mobs chasing you all of them just waiting voraciously for your "DA" to drop so they could put paid to your ticket!
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#30 Sep 23 2013 at 12:45 PM Rating: Good
*
160 posts
Sippin wrote:
Only wizzies and druids can port. (Every pure caster can gate to their bind point, of course.) I run one of each in my boxed group and what with their ports and teleport to bind abilities, along with secondary bind, not to mention campfires, getting around today is infinitely easier than in the "olden days."


Oh hold on, wait a second. What about the campfires? Suddenly I'm realizing those things do something don't they? Like the campfire on the cyclops island that I sat around while doing JB quest. That has a purpose and a function doesn't it? What do they do?

Quote:
What a pain! But it was FUN in a strange way,,,,


Maybe I've said this before, but to me, the little time I played EQ when it just came out was exactly like playing AD&D with the most lazy, stingy, cynical, cut-throat DM imaginable. It's fun because it's AD&D. It's fantasy and imagination and cool stuff; but the brutality of the DM sucked the fun completely out of it. It was just an exercise in enduring the pain for sake of the small pleasure of actually doing the fantasy gaming.

Edited, Sep 23rd 2013 2:47pm by broonsbane
#31 Sep 23 2013 at 12:50 PM Rating: Excellent
Liberal Conspiracy
*******
TILT
snailish wrote:
Classes that can invis and invis undead can move around better. (int casters, shadowknight, beast gets invis I think?)

Bards have a nice advantage here. Since their song "recasts" itself each pulse, their invisibility is essentially permanent for as long as they need it. You never get deep into dangerous territory and see the dreaded "You start to feel visible" message. Or, actually, sometimes you DO see that but then your song pulse cycles again and you're safe.

It doesn't beat the live/undead function of rogue invisibility but it beats the traditional caster versions.
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#32 Sep 23 2013 at 1:04 PM Rating: Good
*
160 posts
snailish wrote:
broonsbane wrote:
How would you rank the classes ability to freely move around? I'm sure druids also teleport with the circle of stones I see all over the place. Everyone can at least origin- what movement do the classes have, special move-wise; gate/teleport/etc


Instant travel to the most locations: Druid + Wizard
2nd best for this is a guilded person with all the right /claim items that gate somewhere, and possession of all the gate somewhere items in the game, member of fellowship and so on.

Travel around... goes to the person with the fastest mount.

Mountless... bards win hands down. Prior to runspeed AA, the classes that cast spirit of wolf (Druid, shaman, ranger, beast ...think that's it). The chanter illusion scaled wolf is not as good as SoW, but better than a warrior running on foot across Kunark.

"freely"... some races (and classes) have to be careful in more of the old world than others (trolls, Iksars, Ogres, etc.) and good types best be careful around cities considered evil (i.e., Ogguk). Post Luclin this is a nonfactor pretty much in the game (racial factions), most newer content everybody starts out apprehensive or whatever the situation is going to be with the npc.

Classes that can invis and invis undead can move around better. (int casters, shadowknight, beast gets invis I think?)

Classes that can feign death (necro, monk, Shadowknight) at low levels can take greater risks.

Wizard and druid have evacs, necro has a self evac (super handy for crossing some zones if the "succor" point is closer to where you want to be).

Cleric, paladin and necro (at lower levels) have a version of "divine aura" that makes them invincible briefly.

Classes that can mez at low level (bard, chanter, necro at low level, undead only past 50s) and/or pacify (cleric, pally, chanter, druids & rangers outside, others to specific types of enemies) can bypass mobs (or control pulls).

A player that knows the content... (especially dungeons and raid zones)... will move fast no matter what they are playing.


Thanks for this info, covers a lot.
#33 Sep 23 2013 at 3:54 PM Rating: Good
Avatar
****
4,580 posts
broonsbane wrote:

Thanks for this info, covers a lot.


You're welcome.

As Jophiel pointed out... bards and rogues have some advantages I hadn't listed though.
#34 Sep 23 2013 at 5:12 PM Rating: Decent
Sage
***
3,017 posts
Gotta have 3 people from the same Fellowship to create a campfire. Then anyone else in the Fellowship (up to 12 members) can click his Fellowship Insignia thingy and port to the campfire. Definitely has its uses but since 3 players have to GET to the camp spot to make the campfire, it isn't exactly a surefire means of easy travel for all. Useful for the cleric who keeps getting killed in transit, though!

You can only be in one fellowship at a time so it doesn't really work well for pickup groups.

You know about the Call of the Hero mage spell? Get to a zone and be grouped with a mage and he can summon you to wherever he is. I wish Sony would introduce an upgraded version of Call of the Hero, similar to the warlock ability in WoW which allows the warlock to summon another player from anywhere in the world to where he is. I do remember it's more complicated than just that, though: I think the warlock has to have two other groupmembers involved in casting the summons, analogous to the 3-man rule for EQ campfires. But would be sweet!



Edited, Sep 23rd 2013 7:16pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#35 Sep 23 2013 at 5:22 PM Rating: Good
Sage
***
3,017 posts
The painful but effective way to get to a difficult camp spot "in the olden days":

Loan a monk a Staff of Forbidden Rites, a rare drop off Lady Vox with 10 charges of resurrection. (Not useable by monks but staff is clickable from inventory.) Mage in group commits suicide. Monk drags mage corpse to the camp spot, feigning off any aggro'd mobs. Once he has cleared agro, monk pops up and rezzes mage with the staff. Mage regens mana and then CoHeroes the rest of the group to the camp spot.

The staff is very rare and valuable so in the olden days guilds would keep it as a guild asset and only use it for challenging "breaks". Not rechargeable so once the 10 charges were used up, it's back to killing Lady Vox and hoping for the right drop.

A shaman with the rare feign death clicky from Plane of Sky could maybe do something similar once shamans got any kind of rez spell.

I guess a necro could have done the same thing but I don't remember my guilds ever using a necro for this. Maybe because necro FD isn't instant like a monk's and I'm not sure if necros had their rez spell way back when...



Edited, Sep 23rd 2013 7:32pm by Sippin

Edited, Sep 23rd 2013 7:33pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#36 Sep 23 2013 at 5:32 PM Rating: Excellent
Liberal Conspiracy
*******
TILT
Going even further back, you could "recharge" the Staff of Forbidden Rites by finding a vendor with open "inventory" slots (i.e. when you sell an item, we see it appear). Sell the vendor a fully charged Staff. Then sell a nearly expended Staff. Buy both back and both would be 10-charge Staffs. The game just registered the initial Staff's properties and then made a "stack" out of any subsequent Staffs, assuming they were the same.

This was changed so that charged items would retain their charge flags even on the vendor.
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#37 Sep 23 2013 at 5:34 PM Rating: Decent
Sage
***
3,017 posts
I seem to recall this "trick" used to work for any multi-charge item if you sold it with ONE charge. You buy it right back and it's fully charged. But, you're right, this goes WAY back and I'm not sure I recall exactly how it worked and if it worked for anything sellable that had charges.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#38 Sep 23 2013 at 7:23 PM Rating: Excellent
Avatar
****
4,580 posts
Sippin wrote:

I guess a necro could have done the same thing but I don't remember my guilds ever using a necro for this. Maybe because necro FD isn't instant like a monk's and I'm not sure if necros had their rez spell way back when...


My brother and I duoed several of the fights for my enchanter's epic 1.0 with his necro. We were "too low level" at the time (or so we were told) to break zones like Fear and The Hole. By killing me and him feign deathing up on the walls while summoning corpse... necro rez with essence emeralds is pretty old to the game (Luclin?)... we did it. Chain rune on him and his pet was how we did the kills (his dots were the damage of course). This was before potions and numerous other things. My gear was truly bad... he had a few nice planar things. Granted the chanter mob you kill in the Hole is not tough, but the Fear break... (more like Dodge assasinate and get out!) remains one of my favourite EQ memories.

Necro rez is underappreciated... I was in a goofy guild a few years back with some super high levels in Chardok. Everyone was dead except lower-level me and a way-high for chardok tank that was starting to die. I drag to a safer corner and necro rez a cleric... and the guild didn't even clue in that I had saved the attempt (by bringing back someone that could clicky rez the raid and heal the tank holding tons of mobs on him).
#39 Sep 24 2013 at 3:28 AM Rating: Decent
Scholar
Avatar
***
1,074 posts
Old world fun

https://everquest.allakhazam.com/db/quest.html?quest=275

and this as a Human Monk

https://everquest.allakhazam.com/db/quest.html?quest=2146
____________________________
After 16 years, I'm not listing every friggin character.
#40 Sep 24 2013 at 10:28 AM Rating: Good
*
160 posts
I love hearing the stories about the past, how things have changed, and how they used to work. It's really interesting, and I think it helps to get info that otherwise we don't think about saying. I'd like to make a thread which you guys just tell me stories about how things used to be. Little changes, big changes, things you used to do versus what you do now; just all manner of changes- changes in the characters, changes in the world's cities/geography, changes in imagery, changes in- just anything. It wouldn't be "post everything that has ever changed" but more just like "post what you want, no matter how small or big or whatever"

do you think this is a thread that would be interesting to build? Or has it been done and I can read it myself?

Sippin wrote:
Mage in group commits suicide.


But did this not make him lose a bunch of xp? I remember when you died, you lost all your gear, respawned at home, and a huge chunk of xp which was not able to be gotten back with resurrections? Or, maybe I was just far too low a level to know that resurrections existed back then, and to regain xp lost from death?

Edited, Sep 24th 2013 12:31pm by broonsbane
#41 Sep 24 2013 at 10:36 AM Rating: Excellent
Liberal Conspiracy
*******
TILT
I think the rez off the Staff of Forbidden Rites was a 90% one. So you took a hit for the team but old school raiding was all about taking hits for the team anyway.
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#42 Sep 24 2013 at 3:36 PM Rating: Good
Sage
***
3,017 posts
One death isn't all that much XP loss, even un-rezzed, even back then. And, yes, the rez from the staff is 90% so definitely a minor loss of XP that a mage would "gladly" give up for the team.

When my guild first broke into Vex Thal, the end-zone raid of Luclin, we had a rogue pulling and I swear he used to die at least a dozen times by the time we got to the final boss, Aten Ha Ra. I have to admit he was kinda suicidal; we'd rez him and he'd go off to pull even before rez sickness dropped and even before we were able to rebuff him entirely. He took TWELVE for the team every raid.

I'd like to see a thread of the kind of fightin' stories us old-timers would share with noobish folks around the fireplace in a tavern in Kaladim or Rivervale! Let's start a thread. I'm game to tell my story of how the fruitful success or disastrous failure of a Vex Thal raid depended entirely on whether one cleric was able to regen enough mana to cast one more complete heal before a mage could summon a fully-mana'd replacement cleric!
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#43 Sep 25 2013 at 5:03 PM Rating: Excellent
Guru
Avatar
*
117 posts
Another great item is the greaves of forbidden rites. I actualy managed to get them for 2 of my clerics at level 1. Turning in helmets for faction leveled them up to 12 though, but it's still pretty awesome to have two party heals that pretty much work like a complete heal at that level.

Bad thing about it is that my alteration skill on them is pretty bad, but ***** it I got manaless heals!
#44 Sep 25 2013 at 11:52 PM Rating: Decent
I would really like to play around in the first version of Plane of Mischief again. That was a really unique and fun zone, although quite buggy. I believe by the time I got there(early to mid luclin) it was either the chessboard or puppet theater was horribly bugged and made it nearly impossible to get armor from there. I could be wrong on that but I do remember some problem blocking or nearly blocking the armor quests. I did get my resist flowers on my SK back then, and was browsing through my cleric's inventory the other day and saw a squire and knight card sitting in my deck of spontaneous generation. I kept my cleric bound in PoM for a long time and then kept a corpse active on my SK in the zone that I just had to pop back and rez every couple hours which was a major pain in the butt.

#45 Sep 29 2013 at 12:15 PM Rating: Excellent
*
160 posts
Guttin wrote:
I would really like to play around in the first version of Plane of Mischief again. That was a really unique and fun zone, although quite buggy. I believe by the time I got there(early to mid luclin) it was either the chessboard or puppet theater was horribly bugged and made it nearly impossible to get armor from there. I could be wrong on that but I do remember some problem blocking or nearly blocking the armor quests. I did get my resist flowers on my SK back then, and was browsing through my cleric's inventory the other day and saw a squire and knight card sitting in my deck of spontaneous generation. I kept my cleric bound in PoM for a long time and then kept a corpse active on my SK in the zone that I just had to pop back and rez every couple hours which was a major pain in the butt.



I've actually been doing time at PoM for the past week and having fun and getting some cool drops (still haven't been able to do anything with the cards/decks) and haven't even got to the garden/chessboard etc yet. But what's changed since the first version?
#46 Sep 29 2013 at 7:25 PM Rating: Excellent
Avatar
****
4,580 posts
broonsbane wrote:


I've actually been doing time at PoM for the past week and having fun and getting some cool drops (still haven't been able to do anything with the cards/decks) and haven't even got to the garden/chessboard etc yet. But what's changed since the first version?


Summation of what I know & have been told or read:

The original PoM was a noncombat zone. It was all storyline and questing "games". It was also super buggy... and commonly believed to be highly exploitable. It was a very unique thing.

Current PoM is a hastily put together grind-n-kill with some funny names on drops. It's just another Plane that few have use for. Nilipuss causes more mischief in Rivervale...


I've been rooting for a mischief-themed expac for a long time. The whole of Norrath can be about to fall, all the gods fail and Bristlebane's workings ultimately prevail (they could do some crazy stuff. It would be fun).
#47 Sep 29 2013 at 10:41 PM Rating: Good
Scholar
***
1,156 posts
Some info here - http://www.giantbomb.com/plane-of-mischief/3035-4081/ under "Commentary on the Original Zone".

Al'Kabor claims to have the original PoM - http://www.planeofmischief.com/
#48 Sep 30 2013 at 6:53 AM Rating: Excellent
Sage
***
3,017 posts
snailish wrote:



I've been rooting for a mischief-themed expac for a long time. The whole of Norrath can be about to fall, all the gods fail and Bristlebane's workings ultimately prevail (they could do some crazy stuff. It would be fun).


That would probably be too much of a good thing! A revamped PoM as part of an xpac, I can see, altho given the preference old-timers have for the "original" Mischief I'm not sure any revamp would make them happy. Maybe return the zone to its roots and have players zone in transformed into lower level versions of themselves, but make the loot appropriate to their normal levels. For a lot of old-timers, Mischief was never entirely about the loot but as with most things in EQ loot is a big motivator.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#49 Sep 30 2013 at 3:17 PM Rating: Good
Encyclopedia
******
35,568 posts
I'll add another somewhat obscure method of getting folks to a hunting location (that's newish, not oldish). Wizards get a 'teleport bind' AA. It allows them to teleport their whole group to the wizards bind point. Not as direct as mages using CoTH, but it has the advantage that you don't need to get anyone other than the wizard even to the zone. Wizard has to find a safe spot to bind at, of course, and the zone/area has to allow binding (some don't), but if you're say doing progression tasks/raids with your guild, it can be incredibly handy to have the wizard bind somewhere near where you're starting the quests. This allows you to get folks to where you're going and even pick up stragglers easily. Wizard can port to wherever the people needed to be picked up are, group with them, then activate the AA.

Fellowship campfires are more useful for this, but sometimes you're grouping/raiding with folks who aren't in your fellowship (actually, a lot of times this happens). There are some spots that are themselves relatively safe (relatively), but require traveling through a couple difficult zones to even get to. So this is another way around that.
____________________________
King Nobby wrote:
More words please
#50 Sep 30 2013 at 5:40 PM Rating: Good
Sage
***
3,017 posts
Druids can teleport to bind too. I have both a wiz and druid in my group (not to mention a mage) so I use TL to bind all the time. I've bound smack in the middle of really dangerous spots (with wandering SI aggressive mobs) just to be able to pop in my box group instantly when they're ready to fight, after getting fully buffed up in PoK. Yeah, it's a risk but dying is GROSSLY "over-feared" these days. Even if your toon dies multiple times you can get ALL the deaths 100%-rezzed with the Expedient Recovery AA. Even without a rez getting XP back these days is no biggie.

Both druids and wizards also have Secondary Bind AA's as well so each class can plant their secondary bind in another hard-to-reach spot. When ready to bring a group in, cast Secondary Recall (which gates them to their Secondary Bind spot), bind with the primary, port back to group and then TL the whole group in.

I'm gonna suggest new ideas for druid and wizard AA's for a future expac: TL to Secondary Bind and Tertiary Bind. LOL

And then there are campfires. LOL



Edited, Sep 30th 2013 7:43pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#51 Oct 01 2013 at 3:57 PM Rating: Excellent
*
160 posts
snailish wrote:
The original PoM was a noncombat zone. It was all storyline and questing "games". It was also super buggy... and commonly believed to be highly exploitable. It was a very unique thing.


Ah that does sound really cool.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 221 All times are in CST
Anonymous Guests (221)